The PfhorumsForum for the Bungie Marathon & Aleph One Community2019-01-22T00:05:26+00:00http://pfhorums.com/feed.php?f=222019-01-22T00:05:26+00:002019-01-22T00:05:26+00:00http://pfhorums.com/viewtopic.php?t=53623&p=186363#p186363-Download the current build of Eternal:http://eternal.bungie.org/development.php

-Confirm that you get out-of-memory errors with the HD Textures plugin on, but not with it off.

-Move the Walls folder out of the Eternal-Walls plugin, putting it in Eternal-Data/Shapes instead.

-Move the walls.mml file out of the Eternal-Walls plugin, putting in in Scripts instead.

-Search and replace inside walls.mml, replacing every instances of "Walls/" with "Eternal-Data/Shapes/Walls/".

treellama wrote:When you turn down the texture resolution all the way, do you see the textures decrease significantly in quality?

Two weeks later, I’m finally getting around to answering this. I wanted to double-check to make sure I wasn’t hallucinating, and just never got around to it until now. (Sorry about that. The last few weeks have been quite busy for me, and rarely in a good way, though things are better now.)

As far as I can tell, I wasn’t. There is no perceptible difference in quality. Here are two screenshots each from the level “We Met Once in the Garden”, two with “built-in texture size” at 1/4 and two at 1. I can’t tell a difference. Maybe I’m just a dumbass and am changing the wrong setting.

I’ll try this later with Chronicles in 1.2.1 and see if that works any differently. (1.2.1 won’t load the HD Eternal textures on Windows at all, as you may recall.)

]]>2019-01-14T13:58:30+00:002019-01-14T13:58:30+00:00http://pfhorums.com/viewtopic.php?t=53660&p=186294#p186294For now I’m doing my best to make this a good representation of the project. I expect that the community will let me know if I’ve slipped up anywhere.

]]>2019-01-14T13:26:31+00:002019-01-14T13:26:31+00:00http://pfhorums.com/viewtopic.php?t=53660&p=186293#p186293We're a little better about this with the PC version, since we can add members to the GitHub project to ensure new maintainers can step up when old ones (ahem) burn out. Anyone is also free to release their own version of Aleph One (although this hasn't happened, mainly due to our efforts at accommodating contributions).

I wish I had an answer to this on the iOS side but the design of the app store makes it difficult.

]]>2019-01-14T02:32:07+00:002019-01-14T02:32:07+00:00http://pfhorums.com/viewtopic.php?t=53660&p=186289#p186289Things have gotten better: the little box in front of every feature request now contains a check mark! I'm hoping that these improvements will provide a first-class mobile FPS experience within Aleph One's classic aesthetic. Maybe this can even attract some new fodd^h^h^h^h players to the community.

Because it's been six years between revisions, I figured it would be wise to get some feedback from you folks in case I missed (or botched) something important. Here's a link if you would to test a beta of Marathon Infinity for iOS 12:

]]>2019-01-13T04:18:19+00:002019-01-13T04:18:19+00:00http://pfhorums.com/viewtopic.php?t=53620&p=186283#p186283Statistics: Posted by Wrkncacnter — Jan 13th '19, 04:18
]]>2019-01-12T01:04:53+00:002019-01-12T01:04:53+00:00http://pfhorums.com/viewtopic.php?t=53659&p=186279#p186279Also, I found a way to fix it for my local build. In interface.cpp, lines 2563-2568 read:

Changing that true to false results in, so far as my quick tests show, A1 continuing to play the music over the various non-game dialogues, but still cutting it when it starts a game or film. Now, force_system_colors() sounds rather ominous and gets called all over the place, so who knows what I might be breaking by telling it not to stop the music.

]]>2019-01-11T22:58:17+00:002019-01-11T22:58:17+00:00http://pfhorums.com/viewtopic.php?t=53623&p=186277#p186277I guess other people use Aorta for DDSing? Oh! Which I see is something you made for A1. Won't compile, unfortunately - looks like it may not like WxWidgets 3.0? - something to sort out another day.

Lion O Cyborg wrote:Does Weland's Song Index function for M1 Classic compatible maps actually force the game to use the default skybox for that map's base texture set like the tool tip for it in Weland seems to say? If so, then why? It doesn't make much sense to have the music index tied to a Landscape texture.

No, and there's no tool tip to that effect.

Bungie repurposed the "song_index" field in the Marathon map format to specify which landscape collection to load in Marathon 2. Aleph One doesn't use that field for landscapes any more--it scans a level beforehand and loads all the collections used in the level. That's why you can use multiple landscapes in the same Aleph One level.

Thanks. I got confused as the tool tip for Song Index in Weland's level parameters menu says "Play music based on the level's song index (instead of Landscape)". It wasn't clear what it meant by that.

Lion O Cyborg wrote:Does Weland's Song Index function for M1 Classic compatible maps actually force the game to use the default skybox for that map's base texture set like the tool tip for it in Weland seems to say? If so, then why? It doesn't make much sense to have the music index tied to a Landscape texture.

No, and there's no tool tip to that effect.

Bungie repurposed the "song_index" field in the Marathon map format to specify which landscape collection to load in Marathon 2. Aleph One doesn't use that field for landscapes any more--it scans a level beforehand and loads all the collections used in the level. That's why you can use multiple landscapes in the same Aleph One level.